This is why I like Mondays, development diaries for Stellaris is so much fun. I can't wait for Stellaris to be release.
- 7
That's a good things I don't think you could realistically evaluate the tech levels of neigbouring alien empires without (hopefully) using espionage.I'm a little worried. If there are so many techs and there's no linear tree how can we evaluate other factions tech level? Especially with autogenerated techs. How do I know they have great lasers or industrial output?
Will there be techs that would be mutually exclusive to each other
like going biological path of a tech or a electronic path of a tech
that would give more unique to races
like one race would go down the biological path have these half tentacle looking ships
while others would go like a more standard futuristic ships
and etc
or when you're tryign to research a cool new laser, get in a war, and find out you instead have a horrible need for better ship hulls - will you be able to, within reason, actually be able to get what you need in a pinch? i'm all for making things instresting, but i'd get pretty frustrated if you knwo exactly what you need but can't get it because RNG. that's fine with rare tech's like developign an engine that can wit hstand a black hoel and take a shortcut throguht he event horizon, but pretty frustrating with something core and essential like not being able to improve your energy supply to cope with increasing demands form other techs, or not rolling the techs you need to upgrade a space station.
Wouldn't it be more strategical to have the weight for each technology (instead of the lone rareful ones), with a convenient tooltip explinaing the weight for each one?
I'm thinking to something like:
Chance of appearance:
Xenophobia: +10%
At war: -10%
Only 3 technologies in this field of reseach: -20%
Disgruntled Pops: -20%
This way, it could help to decide if such or such technology may be worth to be returned to the deck, at the risk it won't appear at all, or much later.
Hiding mechanics doesn't stop people from being min-maxers. Making the game interesting if you dont min-max stops people from being min-maxers. Or sometimes they do min-max and that is fine too, just so long as you dont need to.
I just dont get EUIV players...
What is the focus of the December 7th DD? May I ask...??
What is the next dev diary?
That actually sounds really fun to me. I enjoy trying to deal with the low points of a playthrough more than I enjoy riding the highs. The energy crisis you mentioned sound like it could be an interesting era of your empire's history. Also imagine if you found a clever way to solve it, you'd really feel worthy of your title as king, prime minister, dictator etc.what happens when you get presented with 3 not so nice tech's tho? let's say you've already got all the energy you'd ever want, and you'd get 3 tech options related to that, are you foreced to still pick one and see it through? or can you wait a while and have the tech's rerolled or something?in civ i'd sometimes ahve this problem with buildings in the early game - i'd have no particular need for certain buildings or units and in stead would rather not have them for a turn or two, and i'd just start working on a wonder until tech X would compelte and i could actually build somethign i want.
or when you're tryign to research a cool new laser, get in a war, and find out you instead have a horrible need for better ship hulls - will you be able to, within reason, actually be able to get what you need in a pinch? i'm all for making things instresting, but i'd get pretty frustrated if you knwo exactly what you need but can't get it because RNG. that's fine with rare tech's like developign an engine that can wit hstand a black hoel and take a shortcut throguht he event horizon, but pretty frustrating with something core and essential like not being able to improve your energy supply to cope with increasing demands form other techs, or not rolling the techs you need to upgrade a space station.
I hope the spacing is at least ten times slower than Civ V marathon, even that feels FAST for meIs there anything that you can tell us about the pacing of the game? The pacing of games like this tend to depend heavily on how powerful tech is and just how fast you acquire it. It can make a big difference, imo, and can make or break a game. To pin down a few specific questions that you could possibly answer, can you tell us just how many techs you hope to have in the game? How many can you expect to acquire by the yet to be determined end? Can you tell us anything about how much time has generally passed once you start defining the late-game the late-game? And are research times capable of being tweaked outside of the files, Civilization-style (Marathon, Epic, Quick, etc. speeds)? Have I asked too many questions yet?
Well, I dunno about that much, but I definitely agree with that sentiment.I hope the spacing is at least ten times slower than Civ V marathon, even that feels FAST for me